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FPSC Classic Work In Progress / [x9] My Game Demo (need help with Title)

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The Nerevar
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Posted: 3rd Aug 2012 12:07 Edited at: 30th Aug 2012 21:45
Title: (undetermined)

Developer: Edit:wasFPSCgamerguy2but nowThe Nerevar (due to name change)

Story: You are the sole survivor of plane accident. You land on a remote island in the mid Pacific. After waking up dazed, you realize that you were alone in a sandy jungle... or so you thought. You later find out on your adventure, you come across a bunker which you later find out there is a secret lab that had the development of the T-ME virus, a deadly virus that turned people into mindless flesh eaters. Your goal went from surviving, into destroying an upcoming apocalypse. One enemy at a time...

Screens:


Download will be in next post...

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
The Nerevar
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Posted: 3rd Aug 2012 12:41 Edited at: 14th Aug 2012 20:57
Here's the download link:
UPDATE #2 DOWNLOAD
http://www.mediafire.com/?cycag3zl9f19bye

and of course extract using winzip, winrar, jzip, etc...

Maybe later i'll post more screenies!

and of course some comments or suggestions are more than welcome!

I'm familiar with this, but I'm still learning!
Dark Frager
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Posted: 3rd Aug 2012 13:35
I played it, and here is my review:

Pros:

Simple level design.

The toxic barrels looked cool

I love the angle at which you hold the gun.

Fun gameplay.

Cons:

I was able to jump out of the map

I was able to skip a level by pressing one of the function buttons (F9 I believe) although I don't think this is your fault, so leave this one out, but I suggest looking into it.

The text on the screen reappears everytime I step back in the trigger zone

At the beginning of level 2, when I look back, the cave I came from is blocked off. Maybe add some invisible walls. Likewise at the end of the same level, you can see outside of the map.

Overall - 3/5. A game with lots of potential, it just needs a little bit of tweaking.

Putting the fun back into Fungus since 1984.
The Nerevar
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Posted: 3rd Aug 2012 13:56
thanks a lot for the review! this is the second game I've made that survived until the demo!

-about the trigger zones: I couldn't figure out how to get the text to disappear, without make the rest of the fpgcrawtext disappearing before you reach the other zones for the first time.

-about the map barriers: I've tried invisible walls, but that affected the framerate, besides "theres a way out of everything"!

-about the cave: I didn't put much thinking into that to tell the truth, but maybe its possible to use a script in a triggerzone to fix that.

What did you think about the zombie's AI? pretty simple huh? scripted it myself!

BTW, how did the dead soldiers turn out... did they glitch at all?

I'm familiar with this, but I'm still learning!
Dark Frager
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Posted: 3rd Aug 2012 14:17
No, the soldiers looked just fine; how did the invisible walls affect the framerate? The zombie AI seemed fine to me, the only problem was they usually got stuck behind small objects like barrels.

Putting the fun back into Fungus since 1984.
The Nerevar
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Posted: 3rd Aug 2012 14:27 Edited at: 3rd Aug 2012 14:28
the invisible walls made the frame rate drop a couple frames 2-5,plus it kinda affected my lighting for some reason, but then again, it could keep the zombies from walking through the rocks.


oh and on level four, were you experiencing any glitch with the m9's on the ground, are yu able to pick them up?

And if you get any ideas for a title, fire away!

(sorry about all of the questions, I'm a little anxious.)

I'm familiar with this, but I'm still learning!
Dark Frager
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Posted: 3rd Aug 2012 18:56
Yeah, I was able to pick up the guns fine.

As for the title, it could be something like, "The Hidden Project" or something.

Putting the fun back into Fungus since 1984.
The Nerevar
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Posted: 3rd Aug 2012 19:54
That sounds suspenseful, what a good idea! That will be a choice, I would like to get a few more ideas to have a decision, but in order to think I'll need more coffee, since I stayed up all night finishing up and uploading this game.

Anyway, sometimes when I push enter to pick up the gun, nothing happens, so I'll have to look more into that.

I'm familiar with this, but I'm still learning!
The Nerevar
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Posted: 8th Aug 2012 00:07
UPDATE!!!!!!!!

-New link!

-Fixed the triggerzone issue, this time I used the TextEase program and a light entity.

Check first post!

BTW I still need title ideas!

I'm familiar with this, but I'm still learning!
The Nerevar
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Posted: 9th Aug 2012 20:14
here are screens for level 5(only in full game)
its in the bunker, in the storage areas. yes there s a shotgun around!

storage number 1


storage number 2


Tell me what you think!

I'm familiar with this, but I'm still learning!
Corno_1
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Posted: 9th Aug 2012 21:47 Edited at: 9th Aug 2012 21:52
ok now my critics:

Pro:
-interesting
-looks nice
-not easy

Con:
-floor textur dont fit at some places
-zombies maybe should look more scary(more toxic)
-why is this table so small? why a table? make a dead body with a knife in it!
- trees and plants have black borders

Corno_1

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
The Nerevar
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Posted: 9th Aug 2012 21:53
thanks, I'll take a look at it!
what parts of the floor don't fit(the caves?, wilderness?, around the rocks? where?)

I'm familiar with this, but I'm still learning!
Dark Frager
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Posted: 10th Aug 2012 00:47
The room and lighting is awesome but:

Too much crates!

The light has no visible source.

Putting the fun back into Fungus since 1984.
The Nerevar
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Posted: 10th Aug 2012 00:57
well, it is the storage area, and the light source is on the ceiling. I didn't realize it wasn't visible.

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 10th Aug 2012 03:00 Edited at: 10th Aug 2012 03:02
I found the new version of the 1st level quite good (but we all know I am a sucker for games with text scripts ).

I'll have to replay it several time before I can give an honest review and I still have to write 3 other feedbacks/reviews....so it will take a bit.

But in case you are willing to still improve the 1st level, I'd write you an email with some suggestions.

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 10th Aug 2012 07:19
sure, you can send an e-mail.
and thanks btw.

I'm familiar with this, but I'm still learning!
bobochobo
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Posted: 10th Aug 2012 15:41
I got stuck on the 3rd level, there's just far too many enemies.

I'd turn down the ambient and add light sources, especially in the caves. I'd also add more 'clutter' onto the ground, it shouldn't affect the framerate too much and introduce more user engagement by having them jump across broken things etc. The stock FPSC menu screen and sounds (game loading, entering win zone etc) don't add any value.

I think it would work well to set it at night, the fires would stand out better and you could use flicking lamps around the village to add to the atmosphere

All browsers should come with compulsory spell checks.

The Nerevar
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Posted: 11th Aug 2012 02:15
the loading screen is just for the demo, I'm putting a lot more time to this game, and thank you Storyteller, there will be huge level design changes to this game!

thanks bobochobo, I think nighttime might look better also!

and I disabled jumping to make sure the player can't jump out of the map.

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 11th Aug 2012 03:10 Edited at: 11th Aug 2012 03:11
Quote: "thanks bobochobo, I think nighttime might look better also!

and I disabled jumping to make sure the player can't jump out of the map."


These are 2 good ideas! Regarding the nighttime I would try to get along with low ambient light and NO lightsources. I am sure the levels allready scratch at the memory cap and lights will only make it worse.

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 11th Aug 2012 06:22
I've already remade map 1, using Storyteller's advice. I've also made it night time, making the only the moon as a light source with a few other sources too.

I'm familiar with this, but I'm still learning!
The Nerevar
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Posted: 11th Aug 2012 09:03
Heres the update to level 3, I think it looks a lot nicer...



tell me what you think!

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 11th Aug 2012 13:42
Looks good if you can actually deal with the memory cap and framerate once the mobs get added. Using a single sun/moon lightsource is one of the most memory-eating ways to light a level. It's natural, yes - but the engine dissaproves of it.

And I would definitely use the stock grass for a jungle instead of the daisies

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 11th Aug 2012 19:38
alright I'll try the stock grass, but I get a fair framerate in the level, the reason for the "no zombie" part, its because I already killed them all, but I get a decent 25-59 fps.

and didn't you suggest to not use a light for the moon/sun?

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 11th Aug 2012 23:21
Quote: "and didn't you suggest to not use a light for the moon/sun?"
I did, but the screen shows shadows all over the place so I assumed you DID use a moon lightsource

In case you find my grammar and spelling weird ---> native German speaker ^^
Bugsy
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Posted: 12th Aug 2012 01:29
Not gonna lie, I'm pleasantly surprised. I downloaded this game assuming it was going to be a buggy piece of garbage, and honestly it wasn't half bad. never once did it lag by so much as one frame, killing the zombies was challenging, but not so bad that I died constantly, and the whole "spawning as I fall" thing was pretty cool. never thought of that before. I ran out of ammo just towards the end, and had to sprint away from the zombies, making for a fun climax! then, you thanked me for playing! what a gentleman

I was a bit discouraged by the very bad lighting and bland, boring level design, but the level looks so much nicer in the new screenshot. you've done so well, and I look forward to playing the full version of this game.

The Nerevar
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Posted: 12th Aug 2012 02:39
I don't know if I should update the build of the demo AGAIN, or just keep working on the game?

anyway, thank you Bugsy and everybody for the support and encouragement! It is very much appreciated!

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 12th Aug 2012 11:20
Redoing an allready published level is not as much fun as presenting a new one - as is playing it

So it be probably more fun for us all if you work on the second, publish it and then go back to the 1st level. Besides, working on the "next" level often gives one alleady some new ideas for previous ones.

In case you find my grammar and spelling weird ---> native German speaker ^^
The Nerevar
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Posted: 12th Aug 2012 18:21 Edited at: 12th Aug 2012 18:22
Quote: "So it be probably more fun for us all if you work on the second, publish it and then go back to the 1st level. Besides, working on the "next" level often gives one alleady some new ideas for previous ones."


I'm sorry, but I don't quite understand what you mean. So after I edit the second level, publish it, leaving the first unedited?

btw, I already edited all four of those levels anyway.

I'm familiar with this, but I'm still learning!
The Storyteller 01
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Posted: 12th Aug 2012 20:36 Edited at: 12th Aug 2012 20:37
My fault.

I was adressing the whole demo as a single level and the new levels (5+) as the 2nd level

In case you find my grammar and spelling weird ---> native German speaker ^^
Logrulz123
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Posted: 14th Aug 2012 04:09
im downloading it now and ill post a review when im done playing through it. It looks really interesting and well done from the screenies i can already tell i like the angles you hold the gun at alot. Id love to know how you did that :p

It is better to stay silent and be thought a fool then to speak up and remove all doubt.
The Nerevar
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Posted: 14th Aug 2012 07:32
cool, thanks! I still have to update the download link to the new version of the demo, but I can't stop working on the other levels, and it's hard when I keep thinking of new game ideas, but its coming along smoothly so far without any bugs!

and the gun angle: first I took off all of the simplezoom feature in the gunspec, and rotated the gun using the rotz command (I think) and setting it to a few degrees. thats all, and with all of the weapons I moved them forward a bit for a more custom feel!

looking forward to your review!

I'm familiar with this, but I'm still learning!
kingofmk98
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Posted: 14th Aug 2012 17:52
lol Looks good. I fined it funny we both did the same thing with the guns I didnt rotate mine. But game looks good. Downloading the demo

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
The Nerevar
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Posted: 14th Aug 2012 20:08 Edited at: 14th Aug 2012 20:59
that is pretty funny! hope you like it, but I still think I should update the post!

EDIT: UPDATE #2 AVAILABLE!!!!!

see second post, download and enjoy!!!

I'm familiar with this, but I'm still learning!
the cobbster
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Posted: 29th Aug 2012 12:56
mate, im wondering how u did the health and the blood. could u tell me as i realy want to make one like ur game and im new to this software!

also, is it possible to have some of ur scenery models, or the game file to edit myself? if not for free, i am willing to pay for it!

thanks-

-- cobbsterproductions.com
The Nerevar
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Posted: 29th Aug 2012 16:32 Edited at: 29th Aug 2012 16:33
I use model packs for my game, you can buy them from this website for at least $10-$20 each.

I used the CoD health from the Battle field bad company 2 remake, that I downloaded from these forums.

Anyway, I used model pack 1, 4, 9, 29, and 53, that's about $80 at most, so start saving!

Oh, and welcome to the forums!

Fulfilling the prophecy, one trial at a time, because I... Am... The Nerevar!
the cobbster
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Posted: 29th Aug 2012 22:06
thanks! could u give me the link to the health system, and the terrain/ jungle desert models?
thanks!

-- cobbsterproductions.com
Corno_1
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Posted: 30th Aug 2012 02:41
Hey is there any chance that we could play the second and third level?
@the cobbster here is the link
http://forum.thegamecreators.com/?m=forum_view&t=183841&b=25

Public void likeFpsc{
System.out.println("I like FPSC!";}
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
The Nerevar
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Posted: 30th Aug 2012 21:30
@corno_1:the demo has the first 4 levels in it.

production is going very slow, I'm looking into buying parts for a custom computer build, but if it helps, I'm working on level 7/10 for now!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
The Nerevar
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Posted: 8th Sep 2012 18:17
I apologize for this announcement, but I'm sad to say that this project might be another one of my abandoned projects.

I built my custom gaming rig, it's nice and fast too! I put everything I needed on a USB drive, but when I tried to open it in my new computer, it recognized those files as shortcuts to the other computer, which doesn't exist anymore! If there is a solution out there somewhere, let me know. I'm not sure what to do! Start a new project, which is probably a better game idea anyway, or do I start again, but make big changes?

Sorry about that though, if you were looking forward to this game.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
Ross tra damus
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Posted: 9th Sep 2012 01:24
Is the USB drive in 'FAT 32' file system and your previous computer was in 'NTFS' file system?
I know from the past that writing to 'FAT 32' USB drives can do strange stuff like that but I'm not sure how you will get the information of the drive though.
I do recomend that when you get a chance (if the USB drive has FAT 32 system) that you format it into the 'NTFS' file system.

Not sure if this helps though but good luck.
The Nerevar
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Posted: 10th Sep 2012 04:22
I'm not sure how to check for that. Thank you anyway for the support!

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!
The Nerevar
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Posted: 14th Sep 2012 03:34
NOTE: I may abandon this project if I can't get a hold of the files this weekend.

Fulfilling the Nerevarine Prophecy, one trial at a time, because I... Am... The Nerevar!

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